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// Copyright 2015 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef CC_ANIMATION_ANIMATION_PLAYER_H_
#define CC_ANIMATION_ANIMATION_PLAYER_H_
#include <vector>
#include "base/containers/linked_list.h"
#include "base/macros.h"
#include "base/memory/ref_counted.h"
#include "base/time/time.h"
#include "cc/animation/animation.h"
#include "cc/base/cc_export.h"
namespace cc {
class AnimationDelegate;
class AnimationHost;
class AnimationTimeline;
class ElementAnimations;
class LayerAnimationController;
enum class LayerTreeType;
// An AnimationPlayer owns all animations to be run on particular CC Layer.
// Multiple AnimationPlayers can be attached to one layer. In this case,
// they share common LayerAnimationController (temp solution) so the
// LayerAnimationController-to-Layer relationship stays the same (1:1, LACs
// have same IDs as their respective Layers).
// For now, the blink logic is responsible for handling of conflicting
// same-property animations.
// Each AnimationPlayer has its copy on the impl thread.
// This is a CC counterpart for blink::AnimationPlayer (in 1:1 relationship).
class CC_EXPORT AnimationPlayer : public base::RefCounted<AnimationPlayer>,
public base::LinkNode<AnimationPlayer> {
public:
static scoped_refptr<AnimationPlayer> Create(int id);
scoped_refptr<AnimationPlayer> CreateImplInstance() const;
int id() const { return id_; }
int layer_id() const { return layer_id_; }
// Parent AnimationHost. AnimationPlayer can be detached from
// AnimationTimeline.
AnimationHost* animation_host() { return animation_host_; }
const AnimationHost* animation_host() const { return animation_host_; }
void SetAnimationHost(AnimationHost* animation_host);
// Parent AnimationTimeline.
AnimationTimeline* animation_timeline() { return animation_timeline_; }
const AnimationTimeline* animation_timeline() const {
return animation_timeline_;
}
void SetAnimationTimeline(AnimationTimeline* timeline);
// ElementAnimations object where this player is listed.
// ElementAnimations has a reference to shared LayerAnimationController.
ElementAnimations* element_animations() const { return element_animations_; }
void set_layer_animation_delegate(AnimationDelegate* delegate) {
layer_animation_delegate_ = delegate;
}
void AttachLayer(int layer_id);
void DetachLayer();
void AddAnimation(scoped_ptr<Animation> animation);
void PauseAnimation(int animation_id, double time_offset);
void RemoveAnimation(int animation_id);
void AbortAnimation(int animation_id);
void AbortAnimations(Animation::TargetProperty target_property);
void PushPropertiesTo(AnimationPlayer* player_impl);
// AnimationDelegate routing.
void NotifyAnimationStarted(base::TimeTicks monotonic_time,
Animation::TargetProperty target_property,
int group);
void NotifyAnimationFinished(base::TimeTicks monotonic_time,
Animation::TargetProperty target_property,
int group);
void NotifyAnimationAborted(base::TimeTicks monotonic_time,
Animation::TargetProperty target_property,
int group);
// Whether this player has animations waiting to get sent to LAC.
bool has_pending_animations_for_testing() const {
return !animations_.empty();
}
private:
friend class base::RefCounted<AnimationPlayer>;
explicit AnimationPlayer(int id);
~AnimationPlayer();
void SetNeedsCommit();
void RegisterPlayer();
void UnregisterPlayer();
void BindElementAnimations();
void UnbindElementAnimations();
// We accumulate added animations in animations_ container
// if element_animations_ is a nullptr. It allows us to add/remove animations
// to non-attached AnimationPlayers.
std::vector<scoped_ptr<Animation>> animations_;
AnimationHost* animation_host_;
AnimationTimeline* animation_timeline_;
// element_animations isn't null if player attached to an element (layer).
ElementAnimations* element_animations_;
AnimationDelegate* layer_animation_delegate_;
int id_;
int layer_id_;
DISALLOW_COPY_AND_ASSIGN(AnimationPlayer);
};
} // namespace cc
#endif // CC_ANIMATION_ANIMATION_PLAYER_H_